Saturday, December 11, 2021

What Lines Will Your Character Cross in Pursuit of Their Goals?

For the past year I've been releasing a new supplement for my Sundara: Dawn of a New Age setting every month. While I've covered locations and species galore, one of the releases that put my brain into a whole different gear was Gods of Sundara, because it was this book where I made it clear that this is a world and setting without alignment... a place where there is no such thing as universal good or universal evil. And while there are spirits and powers, gods and outsiders, there are no angels or devils. What is good and what is evil, what is right and what is wrong, needs to be determined by individuals for themselves.

This isn't a new take on morality in RPGs by any stretch of the imagination. However, thinking about a game in this manner gave me an interesting perspective. Because a lot of us have an idea of our character's morality, but we don't always ask how it's going to act under pressure. Or, in other words, how far will they go in pursuit of their goals?

Rules? Oh, those don't apply to me.

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How Badly Do You Want It?


There was a comic I saw a long time ago where two men were talking. One said to the other, "I really want to be rich." The other said, "Then go rob a bank." The first man was appalled by this, "I can't do that, that would be wrong!" The second shrugged and said, "Then I guess you don't want to be rich that badly, do you?"

Guess not.

The comic went on with the second man listing different immoral (or at least highly questionable) things the first man could do to get rich. He said no every time, but it was never because he disagreed that doing this thing would, in fact, put a lot of money in his bank account. It was always because the act was deplorable, or harmful to other people. It showed that, while the individual would have liked to be wealthy, he was not willing to compromise his morals in order to satisfy that want.

While the first character didn't come out and state his morality, we saw it in what he was willing to do. And this is something we don't always think about when it comes to our characters. We think about their goals and their driving motivations, but we don't always ask what they'd be willing to do in order to achieve them. Or, more specifically, what they wouldn't be willing to do.

For instance, say you have a common sellsword who dreams of one day being knighted, and climbing the ranks of the aristocracy to become a noble. How far are they willing to go in pursuit of this goal? Will they guard caravans against desperate people, using lethal force if necessary? Will they accept the patronage of a corrupt, or even wicked, nobleman if it means they're one step closer to their ultimate end? Who are they willing to oppress or kill as long as they can step over those bodies on their road to the castle? Is the title, the prestige, and the position more important than what they had to do to get there? And if not, then where do they draw the line?

Or, to reach back to the advice I gave in both 5 Tips For Playing Better Paladins and 5 Tips For Playing Better Clerics, it's one thing to have vows and a stated code of morality. But if those things are never tested, or put under any kind of pressure, then how strong can they truly be?

Everyone Has Their Own Lines


Something that's worth pointing out is that every character should have their own lines in the sand, and where they draw those lines should be informed by their culture, their religion, their history, and their experience. And while those reasons may seem arbitrary to other people, it's important that the rules have some internal consistency to the character themselves.

As an example, someone raised by a street gang who had to steal for a living may have no compunctions against theft in general, but they draw a hard line at stealing from friends and family because they're the only ones you've got on the street. Alternatively you might have someone who grew up in a strict warrior culture, with specific rules and codes about managing shame and demanding satisfaction for insults given. How much of that clings to them, and how much they care about once they're not living within that society may vary, though. Someone may feel that violence is wrong, and that there is no worse act than taking another person's life... but do they feel strongly enough to stand by that principle when they're in danger? When a loved one is in danger? What about when someone near and dear to them has been killed?

Lastly, it's important to ask what happens when a person crosses a line. Do they feel bad? Did the ends justify the means? Do they resolve to never do it again... or does it get easier to cross it because the last time you did it achieved the ends you wanted? Does it change their morality in meaningful ways, re-orienting their position as they go forward?

These breaking-point situations are often what creates some of the greatest drama in our stories, because it makes us ask whether a character's morals hold strong, or if they go further than we, their comrades, or even the antagonist expected them to go in order to achieve their goals. So take a moment and ask yourself what your character is going to do when the chips are down, and a decision needs to be made.

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That's all for this week's Fluff post!

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2 comments:

  1. Amazing article Neal. All players should read this!

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